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= The Enemy Spawn Director =


The '''Enemy Spawn Director (ESD)''' monitors players throughout a mission and dynamically adjusts enemy spawns, locations, and numbers based on player performance. 
The ESD uses a system of '''''Stress Levels''''' and '''''Pressure''''' to regulate intensity, ensuring gameplay remains challenging without overwhelming players.
For a detailed guide on spawn systems, see [[Spawn System Info]].
= Key Files Controlling the ESD =
Many files contribute to enemy spawning, but the two primary files are:
* '''esd_manager.sso'''
* '''esd_factions_and_compositions_library.sso'''
Both files control what enemies spawn, how many spawn, and under what conditions.
= esd_manager.sso =
The '''ESD Manager''' controls spawns during the [https://warhammerworkshop.com/index.php/Spawn_System_Info#Wave_Phase Wave Phase] of the spawn cycle, adjusting spawn rates and enemy types based on player Stress and Pressure values.
Location:
<code>server_pc\root\paks\server\default\default_other.pak\ssl\spawn_system\enemy_spawn_director\esd_manager.sso</code>
[[File:Phase_Lenth.png|thumb|460px|Wave Phase settings inside the ESD Manager]]
== Phase Length Settings ==
* Phases are categorized into '''SHORT''', '''NORMAL''', and '''LONG''' lengths based on Stress Level.
* High Stress reduces Wave Phase time, while extending Breather/Tension phases.
* All phase durations are measured in seconds.
== Pressure Settings ==
* Spawns only occur once the player's '''Pressure Score''' exceeds a threshold.
* Example:
** Standard spawn activation threshold: '''100 Pressure'''.
Tuning these values modifies when and how enemy spawns escalate.
[[File:Pressure_Settings.png|left|thumb|254px|Pressure settings for special enemies]]
== Enemy Spawn Packs ==
Each spawn entry is called an '''Enemy Spawn Pack''' and contains:
* '''isEnabled''': (''True''/''False'') flag to toggle the spawn.
* '''minCount''', '''maxCount''', or '''amount''': control how many enemies spawn.
* '''archetypeUid''': defines which enemy type spawns.
* '''combatType''': (''ANY'', ''RANGED'', ''MELEE'') priority setting.
* '''cooldown range''': sets minimum/maximum time before the spawn can reoccur.
[[File:ESD_Manager_Spawn_Pack.png|thumb|Screenshot of a Spawn Pack setup]]
== Extra Pack Variants ==
Spawn Packs can include additional units via '''extraPackVariants''', creating richer, more varied encounters.
* Each variant must have a unique name (use underscores, no spaces).
* Defined in ''SubPackDescs''.
* Variants can specify:
** '''archetypeUid''' (enemy type)
** Spawn amount
** '''excludedDifficultyLevels''' (0 = Minimal, 5 = Absolute)
== How Enemy Spawning Selection Works ==
Spawning is governed by [[wikipedia:Random_number_generation|Random Number Generation (RNG)]]. 
Each active spawn pack is selected randomly after cooldowns expire.
=== Cooldown Timers ===
* Separate cooldowns are maintained for different factions (e.g., Tyranids vs Chaos).
* Cooldowns are measured in seconds.
Example:
* Base cooldown: '''240 seconds''' → New spawn selection every 4 minutes.
=== Difficulty Modifiers ===
* Cooldown times are multiplied based on difficulty:
** Easy difficulties: Cooldown × 1.5
** Hard difficulties: Cooldown × 0.8 or lower
Example:
* Base cooldown: 240s
* Modifier (1.5×): 360s
* Modifier (0.7×): 168s
= esd_factions_and_compositions_library.sso =
The '''ESD Factions and Compositions Library''' manages spawning during the [https://warhammerworkshop.com/index.php/Spawn_System_Info#Tension_Phase Tension Phase].
Location:
<code>server_pc\root\paks\server\default\default_other.pak\ssl\spawn_system\enemy_spawn_director\esd_factions_and_compositions_library.sso</code>
[[File:Hormagaunt_spawn_picture.png|thumb|A Hormagaunt Spawn Pack example]]
== Tension Phase Spawn Packs ==
* Packs define entire groups of enemies rather than single spawns.
* Each Spawn Pack contains multiple '''SubPacks'''.
Naming rules:
* Spawn Pack names must be unique (only underscores allowed).
* SubPack names must be unique within each pack.
Example:
* Spawn Pack '''HormagauntSergeants_idle''' includes:
** 20 Hormagaunts
** 5 Hormagaunt Sergeants
== Behavior Settings ==
* '''packType''': defines behavior on spawn (''AGGRO'' or ''IDLE'').
* '''combatType''': prioritizes ''RANGED'' or ''MELEE'' behavior.
= What Can I Spawn? =
By default:
* '''Extremis''', '''Terminus''', and '''Mini-Boss''' enemies spawn primarily during Wave Phases (esd_manager.sso).
However:
* Any enemy type (Tyranid, Chaos, or others) can be spawned by specifying the appropriate '''archetypeUid'''.
* Mixed spawns are possible — e.g., Rubric Marines spawning with Hormagaunts.
See [https://warhammerworkshop.com/index.php/Enemy_Info#Archetypes Archetypes] for a full list of spawnable enemies.
<blockquote>''This page is incomplete. The Tech-Priests recording this data exhausted their memory banks. Contributions are welcome.''</blockquote>

Latest revision as of 13:19, 29 April 2025

The Enemy Spawn Director[edit | edit source]

The Enemy Spawn Director (ESD) monitors players throughout a mission and dynamically adjusts enemy spawns, locations, and numbers based on player performance. The ESD uses a system of Stress Levels and Pressure to regulate intensity, ensuring gameplay remains challenging without overwhelming players.

For a detailed guide on spawn systems, see Spawn System Info.

Key Files Controlling the ESD[edit | edit source]

Many files contribute to enemy spawning, but the two primary files are:

  • esd_manager.sso
  • esd_factions_and_compositions_library.sso

Both files control what enemies spawn, how many spawn, and under what conditions.

esd_manager.sso[edit | edit source]

The ESD Manager controls spawns during the Wave Phase of the spawn cycle, adjusting spawn rates and enemy types based on player Stress and Pressure values.

Location: server_pc\root\paks\server\default\default_other.pak\ssl\spawn_system\enemy_spawn_director\esd_manager.sso

Wave Phase settings inside the ESD Manager

Phase Length Settings[edit | edit source]

  • Phases are categorized into SHORT, NORMAL, and LONG lengths based on Stress Level.
  • High Stress reduces Wave Phase time, while extending Breather/Tension phases.
  • All phase durations are measured in seconds.

Pressure Settings[edit | edit source]

  • Spawns only occur once the player's Pressure Score exceeds a threshold.
  • Example:
    • Standard spawn activation threshold: 100 Pressure.

Tuning these values modifies when and how enemy spawns escalate.

Pressure settings for special enemies

Enemy Spawn Packs[edit | edit source]

Each spawn entry is called an Enemy Spawn Pack and contains:

  • isEnabled: (True/False) flag to toggle the spawn.
  • minCount, maxCount, or amount: control how many enemies spawn.
  • archetypeUid: defines which enemy type spawns.
  • combatType: (ANY, RANGED, MELEE) priority setting.
  • cooldown range: sets minimum/maximum time before the spawn can reoccur.
Screenshot of a Spawn Pack setup

Extra Pack Variants[edit | edit source]

Spawn Packs can include additional units via extraPackVariants, creating richer, more varied encounters.

  • Each variant must have a unique name (use underscores, no spaces).
  • Defined in SubPackDescs.
  • Variants can specify:
    • archetypeUid (enemy type)
    • Spawn amount
    • excludedDifficultyLevels (0 = Minimal, 5 = Absolute)

How Enemy Spawning Selection Works[edit | edit source]

Spawning is governed by Random Number Generation (RNG). Each active spawn pack is selected randomly after cooldowns expire.

Cooldown Timers[edit | edit source]

  • Separate cooldowns are maintained for different factions (e.g., Tyranids vs Chaos).
  • Cooldowns are measured in seconds.

Example:

  • Base cooldown: 240 seconds → New spawn selection every 4 minutes.

Difficulty Modifiers[edit | edit source]

  • Cooldown times are multiplied based on difficulty:
    • Easy difficulties: Cooldown × 1.5
    • Hard difficulties: Cooldown × 0.8 or lower

Example:

  • Base cooldown: 240s
  • Modifier (1.5×): 360s
  • Modifier (0.7×): 168s

esd_factions_and_compositions_library.sso[edit | edit source]

The ESD Factions and Compositions Library manages spawning during the Tension Phase.

Location: server_pc\root\paks\server\default\default_other.pak\ssl\spawn_system\enemy_spawn_director\esd_factions_and_compositions_library.sso

A Hormagaunt Spawn Pack example

Tension Phase Spawn Packs[edit | edit source]

  • Packs define entire groups of enemies rather than single spawns.
  • Each Spawn Pack contains multiple SubPacks.

Naming rules:

  • Spawn Pack names must be unique (only underscores allowed).
  • SubPack names must be unique within each pack.

Example:

  • Spawn Pack HormagauntSergeants_idle includes:
    • 20 Hormagaunts
    • 5 Hormagaunt Sergeants

Behavior Settings[edit | edit source]

  • packType: defines behavior on spawn (AGGRO or IDLE).
  • combatType: prioritizes RANGED or MELEE behavior.

What Can I Spawn?[edit | edit source]

By default:

  • Extremis, Terminus, and Mini-Boss enemies spawn primarily during Wave Phases (esd_manager.sso).

However:

  • Any enemy type (Tyranid, Chaos, or others) can be spawned by specifying the appropriate archetypeUid.
  • Mixed spawns are possible — e.g., Rubric Marines spawning with Hormagaunts.

See Archetypes for a full list of spawnable enemies.

This page is incomplete. The Tech-Priests recording this data exhausted their memory banks. Contributions are welcome.